In the vehicle template, vehicle wheels ignore collision settings of the vehicle when they are set to custom and altered. ...
In the file EngineDefines.h, changing 37 to read "#define WITH_SUBSTEPPING 0" will cause the solution to fail the build process. ...
A licensee found a problem with a capsule component used in a blueprint. A player intersecting the spherical ends of the capsule will cause it to fire overlap events. However, after simulating physi ...
Custom Time Dilation causes PhAT bodies to hover This is not only happening with vehicles like the original bug described. This is also happening with PhAT skeletal meshes that are moving. https:/ ...
When playing in editor, if you fire your weapon at a trigger volume, the projectiles will bounce off of the volume, regardless of the fact that the collision is set to Query Only. This collision als ...
When changing Time Dilation settings at runtime, it can cause vehicles to be thrown into the air and exhibit other odd physics behavior. This issue occurs when the Time Dilation is being set from sl ...
If Simulate Physics is turned off / on for a vehicle, the wheels will become detached from the vehicle and keep rolling if they were rolling at the time that Simulate Physics was turned off. ...
Physics seems to be highly unpredictable when it comes with Wheeled Vehicles, where the results of the physics changes each time it is simulated. ...
When possessing a vehicle, if you are standing on top of it with a character, once you begin to drive away, the vehicle will begin to be drawn back towards the character as if it is attached somehow ...
The code to extract the FBodyInstance from the overlapping component is incorrectly interpreting the Overlap.BodyIndex as a BoneIndex. This results in incorrect bodies getting the force applied, as ...